Nagaoka University of Technology
   
 

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Nakagawa, T., Kitajima, M., and Nakahira, K.T. (2024)

Nakagawa, T., Kitajima, M., and Nakahira, K.T. (2024). Model-Based Analysis of the Differences in Sensory Perception between Real and Virtual Space : Toward "Adaptive Virtual Reality". AIVR 2024 : The First International Conference on Artificial Intelligence and Immersive Virtual Reality, 39-44.

 

Model-Based Analysis of the Differences in Sensory Perception between Real and Virtual Space : Toward "Adaptive Virtual Reality"

Although the implementation of ``Adaptive Virtual Reality'' is becoming feasible, understanding the main effects of its realization on users based on cognitive models is essential. Here, as the first step, we first describe a model of the flow of information obtained by actual human perception through avatars in virtual reality (VR) and the resulting human reactions, and confirm the validity of the user models proposed so far. We also consider the degree of immersion predicted due to the integration of multimodal information. The cognitive processes of VR experiences are largely categorized into ``perception and recognition of information (attention, memory, and decision making)'' and ``perception-based physical actions and interactions with VR objects''. Based on this, we describe a cognitive model of VR experiences. In addition, as examples of the discrepancies in sensory perception experienced in real/VR spaces, we briefly describe the phenomena that occur in communication. We describe the cognitive models for these phenomena and qualitatively consider the degree to which sensory information obtained from the real/VR space affects the degree of chunks activation. The intensity of human sense is expressed as a logarithm according to Weber-Fechner's Law, suggesting that human senses can distinguish differences even with weak sensory information. We argue that the ``slightly different from the real world'' sense felt in VR content is caused by such slight differences in sensory information. Overall, we advance the cognitive understanding of the immersive experience particularly in the VR space, and qualitatively describe the possibility of designing highly immersive VR content which are adapted to each individual.

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